Pengembangan Media Pembelajaran Berbasis Augmented Reality pada Materi Genetika: Kelayakan, Respons Siswa, dan Perubahan Hasil Belajar

Authors

  • Silmina Karimatul Minnah Universitas Teknologi Yogyakarta
  • Oktavia Hardiyantari Universitas Teknologi Yogyakarta
  • Zinnurain Universitas Pendidikan Mandalika
  • Lovandri Dwanda Putra Universitas Ahmad Dahlan

DOI:

https://doi.org/10.35719/vektor.v7i1.231

Keywords:

augmented reality, genetics, learning media, ADDIE model, learning outcomes, genetika, media pembelajaran, hasil belajar

Abstract

Genetics is a challenging subject for students because it involves abstract biological structures that cannot be directly observed. This study aimed to develop an Augmented Reality (AR)-based learning medium for genetics, assess its feasibility, examine students’ responses, and analyse changes in learning outcomes. This research and development study employed the ADDIE model, comprising Analysis, Design, Development, Implementation, and Evaluation. The product was an Android application integrating three-dimensional visualisations of DNA and histones, learning materials, and quizzes. The implementation involved 19 Year 12 students. Data were collected through expert validation, student response questionnaires, and pretest–posttest assessments. The results showed that the medium achieved feasibility scores of 93.10% from the media expert and 71.88% from the subject matter expert. Student responses reached 88.01%, indicating positive acceptance of the developed medium. The average Normalised Gain (N-Gain) was 61.84%, categorised as moderate. These findings suggest that the developed AR medium has the potential to support genetics learning through interactive visualisations of abstract biological structures. However, improvements to the learning content and the accuracy of biological representations are still needed.

Abstrak

Materi genetika merupakan salah satu materi yang menantang bagi siswa karena melibatkan struktur biologis abstrak yang tidak dapat diamati secara langsung. Penelitian ini bertujuan mengembangkan media pembelajaran berbasis Augmented Reality (AR) pada materi genetika, menilai kelayakan media, mengidentifikasi respons siswa, dan menganalisis perubahan hasil belajar. Penelitian menggunakan metode penelitian dan pengembangan (Research and Development) dengan model ADDIE yang meliputi tahap analisis, perancangan, pengembangan, implementasi, dan evaluasi. Produk yang dikembangkan berupa aplikasi Android yang mengintegrasikan visualisasi tiga dimensi DNA dan histon, materi pembelajaran, serta fitur kuis. Implementasi dilakukan pada 19 siswa kelas XII SMA. Data dikumpulkan melalui validasi ahli, angket respons siswa, serta tes pretest dan posttest. Hasil penelitian menunjukkan bahwa media memperoleh skor kelayakan sebesar 93,10% dari ahli media dan 71,88% dari ahli materi. Respons siswa mencapai 88,01%, yang menunjukkan penerimaan positif terhadap media yang dikembangkan. Rata-rata Normalized Gain (N-Gain) sebesar 61,84% termasuk dalam kategori sedang. Temuan ini menunjukkan bahwa media AR berpotensi mendukung pembelajaran genetika melalui visualisasi interaktif struktur biologis yang abstrak, meskipun penyempurnaan materi dan ketepatan representasi biologis masih diperlukan.

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Published

2026-06-30

How to Cite

Minnah, S. K., Hardiyantari, O., Zinnurain, & Putra, L. D. (2026). Pengembangan Media Pembelajaran Berbasis Augmented Reality pada Materi Genetika: Kelayakan, Respons Siswa, dan Perubahan Hasil Belajar . VEKTOR: Jurnal Pendidikan IPA, 7(1), 58–72. https://doi.org/10.35719/vektor.v7i1.231